diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2018-06-14 18:48:19 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2018-06-14 23:21:37 +0300 |
commit | 3ee606621cf53a2a4897e534e7e04d3632f419f8 (patch) | |
tree | e8ffff99f0ceeea46aa170298853d8034a1acf1d /intern/cycles/render/shader.cpp | |
parent | 064e701472ac430c8063ab5d577b5014eecf9ad5 (diff) |
Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3478
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r-- | intern/cycles/render/shader.cpp | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index ec52c51e337..e34f272d9b6 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -31,6 +31,11 @@ #include "util/util_foreach.h" +#ifdef WITH_OCIO +# include <OpenColorIO/OpenColorIO.h> +namespace OCIO = OCIO_NAMESPACE; +#endif + CCL_NAMESPACE_BEGIN thread_mutex ShaderManager::lookup_table_mutex; @@ -338,6 +343,40 @@ ShaderManager::ShaderManager() { need_update = true; beckmann_table_offset = TABLE_OFFSET_INVALID; + + xyz_to_r = make_float3( 3.2404542f, -1.5371385f, -0.4985314f); + xyz_to_g = make_float3(-0.9692660f, 1.8760108f, 0.0415560f); + xyz_to_b = make_float3( 0.0556434f, -0.2040259f, 1.0572252f); + rgb_to_y = make_float3( 0.2126729f, 0.7151522f, 0.0721750f); + +#ifdef WITH_OCIO + OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig(); + if(config) { + if(config->hasRole("XYZ") && config->hasRole("scene_linear")) { + OCIO::ConstProcessorRcPtr to_rgb_processor = config->getProcessor("XYZ", "scene_linear"); + OCIO::ConstProcessorRcPtr to_xyz_processor = config->getProcessor("scene_linear", "XYZ"); + if(to_rgb_processor && to_xyz_processor) { + float r[] = {1.0f, 0.0f, 0.0f}; + float g[] = {0.0f, 1.0f, 0.0f}; + float b[] = {0.0f, 0.0f, 1.0f}; + to_xyz_processor->applyRGB(r); + to_xyz_processor->applyRGB(g); + to_xyz_processor->applyRGB(b); + rgb_to_y = make_float3(r[1], g[1], b[1]); + + float x[] = {1.0f, 0.0f, 0.0f}; + float y[] = {0.0f, 1.0f, 0.0f}; + float z[] = {0.0f, 0.0f, 1.0f}; + to_rgb_processor->applyRGB(x); + to_rgb_processor->applyRGB(y); + to_rgb_processor->applyRGB(z); + xyz_to_r = make_float3(x[0], y[0], z[0]); + xyz_to_g = make_float3(x[1], y[1], z[1]); + xyz_to_b = make_float3(x[2], y[2], z[2]); + } + } + } +#endif } ShaderManager::~ShaderManager() @@ -518,6 +557,14 @@ void ShaderManager::device_update_common(Device *device, kintegrator->use_volumes = has_volumes; /* TODO(sergey): De-duplicate with flags set in integrator.cpp. */ kintegrator->transparent_shadows = has_transparent_shadow; + + /* film */ + KernelFilm *kfilm = &dscene->data.film; + /* color space, needs to be here because e.g. displacement shaders could depend on it */ + kfilm->xyz_to_r = xyz_to_r; + kfilm->xyz_to_g = xyz_to_g; + kfilm->xyz_to_b = xyz_to_b; + kfilm->rgb_to_y = rgb_to_y; } void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene) @@ -643,5 +690,10 @@ void ShaderManager::free_memory() beckmann_table.free_memory(); } +float ShaderManager::linear_rgb_to_gray(float3 c) +{ + return dot(c, rgb_to_y); +} + CCL_NAMESPACE_END |